-sometimes when zombie tries to attack vehicle, he disappears from screen and can later prevent vehicle from moving
-it seems that dead corpses sometimes are shown over the vehicle
-dynamic flashlights of the passengers are not always updated when vehicle reaches destination and stops
-when the vehicle approaches the edge of the map, the game crashes always

Also some suggestions:
-make it possible for the passengers to be hit with bullets that penetrate vehicle's armor, for example for AP ammo
-currently when the vehicle is destroyed all passengers are killed, that's not very realistic - maybe instead hurt them and place near the destroyed vehicle, with a small chance of explosion depending on the amount of gas in tank
-add front light to the vehicle, with some way to turn it on/off

Also a question for AI - will the enemy try to use RPG's against player vehicles (without usual restrictions and with ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE)?

I am playing with "Army uses tanks in attacks" turned on. I really liked it a lot that the army made a combined attack with *several* tanks and over 40 soldiers to my guys at Grumm. It is a great feature and makes the game much more fun. (Of course I got obliterated )

I would like to make a suggestion though: It is really an overkill when one tank is assigned per army unit (i.e. something like 1 tank per 10 men). I mean when 40 soldiers attack with 4 tanks, it is unbeatable and not that fun.

Therefore, is it possible to make it such that there is only 1 tank attacking the map regardless of number of soldiers? It would make it much more managable.

Hi, fellas!
So I'm new to modding issues (but not to JA2 v1.13!) and wonder if there is a stable version with drivable vehicles and/or tanks (hopefully with anti-tank means). I don't know yet how to install patches uploaded by anv.

In my opinion vehicles are still too slow (they can move maybe something like 6 tiles more than a running merc in turnbased). Changing max number APs of a vehicle in the APBPconstants.ini doesn't seem to affect anything, though. Any fix to this?

AP_VEHICLE_MAXIMUM is the maximum AP a vehicle can have. This does not change the fact that APs are calculated as usual - and as a vehicle has abysmal stats, the APs generated are very low. They do get a hardcoded +35 AP though, as well as less AP for damage to tires and stuff. You could increase APs by altering the stats, but as this is the merc's profiles, this will require a new game (or savegame editing via debugger).

Reading the code and this thread leads me to believe that nobody ever encountered this issue (vehicles having lower AP and being slower than running mercs) before, or did not care. Which leads me to believe that as usual, people happily request/comment anything, but rarely ever try it out

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

As of r7838, Vehicles now generate AP_VEHICLE_MAXIMUM AP each turn. The previous calculation was based on stats, which is stupid for a car, and did not allow more than 100 AP. This means that using default values, a car has 200 AP, which allows it to travel quite a lot.

If you think that is too high, alter AP_VEHICLE_MAXIMUM in APBPConstants.ini. If you don't like this code change, sucks to be you. I'm not adding another damn ini option for stuff people request for the pure sake of requesting ini options.

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Reading the code and this thread leads me to believe that nobody ever encountered this issue (vehicles having lower AP and being slower than running mercs) before, or did not care. Which leads me to believe that as usual, people happily request/comment anything, but rarely ever try it out

Hehehe... I rarely have time to play, and if I do, I always seem to find some issues with stuff that was added...

so yeah... great this has been fixed. Thanks! Will try out the changes asap.

During code cleanup (r7960), I've removed code that made it possible for Mike and hostile Iggy to be spawned as friggin' tanks. I've also made tanks to always spawn with 100 HP, because why would game progress affect the effectivity of armour?

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

I encountered a small graphical glitch (not really worth talking about). It might not be easily solvable, but I am in no position to know

The vehicle gets drawn under a tall grass tile.

Evidence for any gentlemen who might doubt this:

But as I said, it's not that big of a deal.

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods Thanks for this!

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods Thanks for this!

It's not weird at all. When driving around all characters move and it takes all passengers the same time to move from A to B.

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods Thanks for this!

It's not weird at all. When driving around all characters move and it takes all passengers the same time to move from A to B.

I get it. I am just used to thinking of AP as respective mercs' energy or reaction/movement stamina or something, not a time unit thing. And I understand the need for it from the gameplay perspective, to prevent exploits. It just limits those cool drive-bys a bit Which might be the exploit in question, actually

In my mind, it just makes sense to 'use the driver's energy' to drive and the other ones' to shoot/eat/sleep/whatever. I guess I have to get to grips with the AP being more of a time thing - then it makes sense that it goes down for everyone, as you pointed out.

But I don't want my personal problems to drown out the major point I was trying to make, which was that the feature is really cool and I'd like to thank anv for it (and anyone else involved as well). Really, good job!

When targetting a tank, mercs always aim for the 'head'. This results in constant misses if one changes the tank's JSDs to a lower silhouette. I've changed this to 'torso'. It's a friggin' tank. There is no reason not to shoot at the middle.

If vehicles destroy a wall, this can now bring down a building's roof. As a result, a tank plowing through a house is now even more of a sight to behold

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

It's funny. You never realize how an ice cream truck is the ultimate strategic weapon until you use it to move troops and equipment around the country in such a way that the enemy has no capability to stop. And if I were to tell anyone not on this site that my ultimate strategic weapon is an Ice Cream Truck. I would probably lose most if not all credibility.

I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal

As of r8127, if a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide. At the moment I'm not sure whether the smoke from the stock smoke grenade is enough, I might create a new explosion entry for a bigger and faster cloud.

Technically, I also taught the AI how to blow itself up with this. Theoretically suicide bombers are possible now, but I'll leave this a player-only tactic for now.

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

As of r8127, if a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide. At the moment I'm not sure whether the smoke from the stock smoke grenade is enough, I might create a new explosion entry for a bigger and faster cloud.

Since it uses SMOKE_GRENADE item to create smoke effect, it will not work with Aimnas mod which has no item 151.

Everytime I see this kind of wonder for Jagged Alliance 2 1.13, I feel my heart beats so strong that I almost want to cry. Thank you so much, JA2 is one of my favorite game along Fallout 1&2 and Baldur's Gate 1&2.

Any chance all those features will be added in the future 1.13 version pack along the explosive features by Sevenfm?

About the smoke effect with the tank, I find it a bit overkilled, it's already so powerfull. Maybe just make the Tank move to find the enemies'spot if cannot see them.